Port Peril Bar Fight (The Watchtower) (3-4)
COMPLEX HAZARD 4 -10 -10 and no minimum proficiency to notice
An assorted crowd throws punches, flings bottles, and otherwise flies into chaos as a bar fight breaks out, clustering in six sections of one of Port Peril's drinking houses.
DC 22 Intimidation to cow a section of crowd or DC 25 Diplomacy to attempt to disperse it
AC 18; Fort +19, Ref +13, Will +13
HP 15 (BT 7); Immunities critical hits, precision, swarm mind
Port Peril Specialty
The bar fight creates an effect unique to the bar, located at any point within the hazard (even within sections that have been disabled) as long as the entire hazard has not been disabled. The DC for each effect is 21.
Get the Goods! (visual)
Gaming chips, a money purse, or jewels from a broken necklace scatter across the ground. All creatures within a 15-foot burst that could be enticed by material wealth must attempt a DC 21 Will saving throw or be Fascinated for 1 round or until a creature has used an Interact action to scoop up the valuables. This effect is a Watchtower specialty.
Melee General Mayhem +9 (nonlethal), Damage 1d6+3 bludgeoning
Damage can be bludgeoning, slashing or piercing.
(2 actions) The bar fight uses its first action to make a general mayhem Strike against all creatures in any area that has not been disabled. Make one Strike against each enemy in the area and roll the damage only once for all targets. The bar fight then uses its second action to use Port Peril specialty.
Pathfinder Society Quest #4: Port Peril Pub CrawlOGL